Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 21 4:12 am)
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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<p><em>Caution: just a hobbyist</em></p>
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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Please don't be offended if I don't respond until towmorrow, I gotta run right now.
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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Oh, and if all works out, I'll be posting this a freebie. Once I figure out how to do that.
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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<p><em>Caution: just a hobbyist</em></p>
really cool work bandolin!! although uvmapper wise, unless you're really good with postwork techniques, the texture's gonna end up being somewhat crappy. i'd suggest using world cubic texture co-ordinates. that way you won't have to uvmap it. as well, if you want windows, you gotta define some extra materials in Wings. click on a face, give it a new material (color) and that face will be separate when you ungroup the model in Bryce. I like the fact that you de-smoothed it, it looks better that way. and what else... windows are easy, just find a texture with a lot of white, world cubic it, and add it as ambience levels :)
oh..that too. What I do is select face areas, and use Material (New, the right-click), and make up colors. Repeat for other areas you'd like to texture, until you've got everything covered. I cheat, since I use multiple primitives to make things, so I just go body mode|select|Face mode|Material, like that.
I've tried making portholes (dangit) by smoothing some faces, insetting slightly, and extruding inwards just a hair. Then set a material color just for them. I've had a little luck with a material called 'plasma' (don't know where I got it), which has some variations, so that it doesn't look too bad.
Another thing that (sorta) works is to make the portholes as indicated, then find a tiny face (wherever), and delete it. Then intrude, and don't set the thickness. Then go inside the model, and texture the same color (if needed).
Once in Bryce, you can drop a coupla radials in, and they shine outwards. May want to back off the intensity, unless there's little outside lighting.
Hope this has given you several ways 'not to' do it..;)
I wish I'd said that.. The Staircase Wit
anahl nathrak uth vas betude doth yel dyenvey..;)
use an volumetric spotlamp for exhaust glow put it in the enigine facing out and put a normal lamp in its trail of the same color to put the glow back on the ship.
for
some free stuff i made
and
for almost daily fotos
I always use photoshop and painter with UV mapper to texture I really don't like procedurals on my models. Usuing cubic mapping tends to give you too much unused space on yoru map. Try using a map from the Y axis don't split it. Then cut off the pieces that want to map from the Z axis. Set them aside. Remap the part you are mapping from the Y axis so it is split. Now you have a more workable map. I use layers in Photoshop and make lights with just a 4 pixel brush putting on dots or drwaing lines and deleting parts. Keep it in a different layer. Make the reast of yoru texture. Now after you have you texture ready open up your texture file in photoshop and hide all layers but the window layer. Set the color to black. You can use it as an ambience channel or as a transparency map and put soem lights inside.
The wit of a misplaced ex-patriot.
I cheated on my metaphysics exam by looking into the soul of the
person next to me.
what i do is leave the modelling problems to others, texture wise i mess around with them until i get the look i want :) Nice model by the way, i'm still trying to get my 8 sided cube to look like something. Not bad at all for my first attempt it started out as a sphere
I have opinions of my own -- strong
opinions -- but I don't always agree with them.
Ooooo, nice ship! Just bring the texture template into Photoshop and paint in your texture on a separate layerside views, top view, bottom view, front and back. Dont worry about the inside lines they just designate where your polygons are. Just use the outside shape lines as guides for your brush. Try a quickie in PS and youll see what I mean. Use different colors for all your sides then save it and import your model into Bryce then bring in the map in the 2D pic editor.
Unless you have UVmapper Pro, you're actually better off using the Wings-native UV mapping tools. Since v98.0.25 (or something) the ability to create UV cordinates is actually better than Classic's. Of course you're stuck with the square format for workspace, but the features and flexibility make up for that. You can also see where stretching is by comparing the model window to the grid, etc. Overlap can be pulled apart by selecting the right edges or vertices and moving them on the template as needed before finalizing it (telling it to "create texture").
Give it a shot sometime. Also like I've said before - once mapped the UVs are retained in Wings (unless you do some colors to material thing or whatever), so you can go and apply new materials to areas you mapped already. This way you can have the option of selecting different areas for using painted textures, procedurals, or any combinations of the like. :D
Message edited on: 01/14/2005 22:50
Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.
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Youve already done all the work to derive the map, you just need to fill in your texture. Maybe take Zhanns texture offer to fill in your map in Photoshop. The uploaded image shows what I mean by filling in your colors/textures and what the mapped model would look like (more or less). Youve done the hard part. Forget about the lines inside the shapes. In fact, even if you dont stay inside the shape lines, the colors/texture will still appear right on your rendered model as long as you dont go overboard to overlap into the adjacent shapes.Check out the thread above to see how I textured my Battlecraft. You can also download it from FreeStuff and take it apart to see how it's done.
Following on from what Pakled suggested, you can either set a glass material for the windows/portholes in Wings, or you can get rid of the material in those areas altogether using the technique above, to let light shine through. (when intruding, leave a tiny clearance between the inside and outside of the object, or you might get light shining through at some seams). PS - Oops! the workflow might have been a bit clearer if I'd selected a face from the front of the object to Bridge, instead of going to the back :^(
Message edited on: 01/15/2005 03:06
You've guys have all given me alot of techniques, and I'm going to try them all, just for practice and results. I'd have given up on UV mapper but Quest makes it looks so easy. So I'll give it a shot aswell. Zhann, where's this texture you like? Don't keep it a secret. I actually thought about modelling the portholes and shining light out of them, but that would have taken alot of work and was hoping for an easier method. I'll try Drac's idea. Although I think I already did without success. I'm not quite sure I understand ysvry's technique. But I'll give it a shot. Thanks pog for the tut. I'll try that out first. Hey, an item from your part of the world made into my morning paper. Something about a Macgillycuddy of the Reeks from Co. Kerry just passed away? I guess its because Montreal has a large Irish population. You guys are awesome. Thanks to all. Although I have to admit, I didn't understand some of the stuff that was offered. My dimwittedness.
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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bandolin - spent every childhood holiday very close the the MacGillicuddy Reeks. My sister used to regularly get out of the car to walk certain parts of the road rather than trust my father's driving! Came on this quite interesting read when I googled to find out about the Macgillycuddy's death.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.